Provided by: libsvga1-dev_1.4.3-27ubuntu1_i386 bug

NAME

       vga_setmode - sets a video mode

SYNOPSIS

       #include <vga.h>

       int vga_setmode(int mode);

DESCRIPTION

       vga_setmode(int  mode)  selects  the  video  mode  given and clears the
       screen (if it was a graphics mode).  Basically this should be the first
       action  of  your  application after calling vga_init(3) and finding out
       which mode to use.  Prior  to  exiting  your  application  should  call
       vga_setmode(TEXT).

       vga_setmode()  returns  0  on  success  and  -1  if  this  mode  is not
       available.

       From svgalib-1.4.1, if  mode  is  -1  then  vga_setmode()  returns  the
       current  svgalib  version,  in  BCD  format,  so  svgalib 1.4.1 returns
       0x1410.

       mode should be one of the following, predefined values, or generally  a
       value  in range 1 <= mode <= vga_lastmodenumber() where vga_modeinfo(3)
       returned details about this mode. Instead of trying to  set  the  mode,
       vga_hasmode(3)  determines  if the mode would actually be supported. It
       is also possible to use the numeric values given below though  this  is
       discouraged.    They    are   commonly   used   as   values   for   the
       SVGALIB_DEFAULT_MODE    environment     variable     to     set     the
       vga_getdefaultmode(3).

       Here are the predefined values for mode.

   Text mode
       TEXT(0)  restores  textmode  and  falls  back  to ordinary text console
       handling. All other calls switch to a graphics  mode.  You  should  set
       this mode prior to exiting an svgalib application.

   VGA compatible graphics modes
       In  general, for all modes following, the first number is the amount of
       x pixels, the second the amount of y pixels, the third  the  number  of
       colors,  with  shortcuts  32K,  64K,  16M,  16M4  for 32768, 65536, and
       1677721. Those with 2 or more than 256 colors use fixed color  mappings
       (either  black  and  white or some RGB true/high color) the others make
       use of a color lookup table.

       Memory layout for the VGA modes is weird. Too  weird  to  be  explained
       here,  but you can check the usual VGA literature.  vga_setmodeX(3) has
       a short explanation which is valid for all 256 color modes.

       G320x200x16(1),   G640x200x16(2),    G640x350x16(3),    G640x480x16(4),
       G320x200x256(5), G320x240x256(6), G320x400x256(7), G360x480x256(8), and
       G640x480x2(9)

   Basic SVGA modes
       These use linear 256 color memory layouts similar to G320x200x256.

       G640x480x256(10),     G800x600x256(11),     G1024x768x256(12),      and
       G1280x1024x256(13)

   High color SVGA modes
       These  also  use  linear  memory  layouts, but for 32K & 64K each pixel
       occupies two bytes and three for 16M. For 32K,  each  16  bit  word  is
       divided  into 555 bit portions refering to 5 bit red, green, blue part.
       The most significant bit is ignored by the card. For 64K  the  division
       is  565  allowing  to  specify green in a little bit more detail (Human
       eyes are more sensitive to green.  People  joke  this  is  because  our
       ancestors  lived  in  trees  where  light  was  filtered  through green
       leaves).

       For the 16M modes, from low to high addresses the 3 bytes are named BGR
       and specify the blue, green, red parts of the pixel value.

       G320x200x32K(14), G320x200x64K(15), G320x200x16M(16), G640x480x32K(17),
       G640x480x64K(18), G640x480x16M(19), G800x600x32K(20), G800x600x64K(21),
       G800x600x16M(22),         G1024x768x32K(23),         G1024x768x64K(24),
       G1024x768x16M(25),    G1280x1024x32K(26),    G1280x1024x64K(27),    and
       G1280x1024x16M(28)

   High resolutions with less color numbers.
       Memory  layout is probably one nibble per pixel, two pixels per byte in
       a linear fashion where the most significant nibble  is  the  left  most
       pixel.

       G800x600x16(29), G1024x768x16(30), and G1280x1024x16(31)

   Hercules emulation mode
       Again check out the ordinary VGA literature for the memory layout.

       G720x348x2(32)

   32-bit per pixel modes
       These  are  similar  to  16M  but each pixel uses four bytes. The first
       three are similar to 16M but the fourth is left empty  and  ignored  by
       the VGA card (you can store own status there).

       This  eases  pixel  address  calculations  on  the  screen  and drawing
       operations. However, 1/3 more data has  to  be  moved  to  the  screen.
       Experiments   show  that  usually  the  higher  memory  bandwidth  used
       outweighs the effects of the simplified algorithms by far.

       G320x200x16M32(33),       G640x480x16M32(34),       G800x600x16M32(35),
       G1024x768x16M32(36), and G1280x1024x16M32(37)

   Some more resolutions
       It should by now be clear how the modes will look.

       G1152x864x16(38),         G1152x864x256(39),         G1152x864x32K(40),
       G1152x864x64K(41),       G1152x864x16M(42),        G1152x864x16M32(43),
       G1600x1200x16(44),        G1600x1200x256(45),       G1600x1200x32K(46),
       G1600x1200x64K(47), G1600x1200x16M(48), and G1600x1200x16M32(49)

       The vgatest(6) produces a list of supported modes  for  your  hardware,
       prints some info on the modes and allows you to try each of them.

SEE ALSO

       svgalib(7),  vgagl(7),  libvga.config(5),  vgatest(6),  vga_hasmode(3),
       vga_init(3),          vga_modeinfo(3),           vga_getcurrentmode(3),
       vga_getdefaultmode(3),    vga_lastmodenumber(3),    vga_getmodename(3),
       vga_getmodenumber(3)

AUTHOR

       This manual page was edited  by  Michael  Weller  <eowmob@exp-math.uni-
       essen.de>.  The  exact  source of the referenced function as well as of
       the original documentation is unknown.

       It is very likely that both are at least to some extent are due to Harm
       Hanemaayer <H.Hanemaayer@inter.nl.net>.

       Occasionally  this  might be wrong. I hereby asked to be excused by the
       original author and will happily accept any additions or corrections to
       this first version of the svgalib manual.